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Banjo Theories & Stop 'n' Swop SNS? Bottle's Revenge? Share your thoughts on the mysteries of the Banjo series and discuss the new Stop 'n' Swop features in Nuts and Bolts and the XBLA games |
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#2041
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I wonder why Banjo speak only when 2 eggs and ice key are collected.Perhaps we should collect only 3 items?But i think that SNS activator is in BT.This maybe something to Jiggywiggy Super Special Challange and chosen one code and Captain Blackeye.
This is my SNS theory: BOTTLES'REVENGE YOU WILL GOT WHEN YOU ACTIVATE STOP AND SWOP Last edited by BanjoPL; 8th April 2006 at 01:59 PM. |
#2042
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Quote:
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COA for DarkSim- Run like Hell. Unless, that is, you own at headshots. |
#2043
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Exactly, so they must do something. Then again it could just be a little bit of BETA left behind, unfortunatly
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#2044
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This probably means nothing, but look at these two screens:
http://img45.imageshack.us/img45/2300/doorinbk5xl.png http://img105.imageshack.us/img105/9079/doorinbt5ij.png -The two doors look very similar; the only difference is that the one in BK has horizontal lines on it, while the one in BT has verticle lines. -They're about the same size. -They're both located in polluted areas (Rusty Bucket Bay and Quagmire). I think this could be worth checking into.
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It's super dynamic cooking time! |
#2045
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I think that it is just atmosphere.
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The letter Q is for losers. O is where it's at. |
#2046
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I thought that at first, too, but the door in BT looks majestic with the brick columns and such.
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It's super dynamic cooking time! |
#2047
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Maybe door in Banjo-Tooie will open when we did something in the game....I think in BT there is something that we not found yet.It would be SNS activator.
Last edited by BanjoPL; 9th April 2006 at 02:21 PM. |
#2048
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Have we shredded through B-T's memory B-K style yet?
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COA for DarkSim- Run like Hell. Unless, that is, you own at headshots. |
#2049
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I dont think we have or else rare used a memory hider or something.!?
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#2050
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A memory hider?
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The letter Q is for losers. O is where it's at. |
#2051
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Yeah something that hides memory/code and it hides it from the hacker.
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#2052
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Impossible. The code the hacker sees is what the developer saw when they made the game.
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The letter Q is for losers. O is where it's at. |
#2053
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OK I stand corected
Edith and nothing is impossible. Last edited by 2Gamer11; 9th April 2006 at 05:55 PM. |
#2054
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One question, can we get a cutscene modifer or something to check if there are any more cutscenes? We saw the cutscenes when you put in the secrets code and it shows it open up. For example: You type in the Ice key code and there is a cutscene that shows the glass broken. Maybe we should check that or play around with the cutscenes.
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.Chozo Check out my youtube poops: Youtube.com/DemyGod |
#2055
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1: The cutscene mod would almost definetely solve this whole business, but the problem is that it's been evading us for a very long time. All the main hackers of this game have had a shot at finding it and no one's had much luck, not even Ice Mario, and he's probably searched more than anyone...
My own opinion is that cutscenes in BK/BT are constructed of objects, a warp digit, text, etc, and that the game simply calls a function for each of these. I'm beginning to seriously doubt the existance of a simple Address:value cutscene caller within the game. Don't get me wrong, it could definetely be there but it seems unlikely... But Yuoko makes an interesting point... We haven't gone through BT nearly as much as BK for 2 reasons: 1: We always thought that BK was a lot more likely to have SnS stuff since even if SnS actually was dropped, BK came out before that happened. 2: BT's memory is impossible. Firstly, action replays, gamesharks, equalizers, and cheat carts in general, crash on it. And I don't just mean the occasional crash. They will literally crash almost immedietely after you've used the code generator or the memory editor, it's a complete nightmare... And I've yet to see an enable code for PAL BT that actually solves these problems... |
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